It turns out that more than 60% of people who play online games have experienced harassment or abuse from others
Every day, millions of people log in to the game and play it with friends and strangers around the world. However, some perform 'harmful acts' that make others feel sick, such as ranting or harassing others.
Unity | Toxicity in Multiplayer Games Report
https://create.unity.com/toxicity-in-multiplayer-games-report
Unity Technologies --Unity Acquires OTO to Foster Safer Gaming Environments
https://investors.unity.com/news/news-details/2021/Unity-Acquires-OTO-to-Foster-Safer-Gaming-Environments/default.aspx
This survey was conducted online in the United States from June 21 to 23, 2021, targeting 2076 adults in the United States. Of these, 1167 said they had played online multiplayer games within the past year, and 1010 said they had played cross-platform games that allow multiplayer across multiple platforms within the past year. I answered. In addition, 78% of players who play online multiplayer games say they are communicating with other players. In addition, 67% of the players who answered that they would communicate with other players said that they would communicate with other players by voice call.
And 72% of players playing online multiplayer games witnessed 'harmful behavior against others' while playing, and 66% said they had experienced it as well. By genre, the percentage of people who have witnessed harmful acts is 61% for shooting games, 35% for battle royale games, and 21% for fighting games.
Regarding the content of harmful acts that were actually witnessed, the most common was 'cheat acts', which accounted for 43% of the total. Other reports include harassment (42%), unintentional obstruction (38%), and radical remarks (32%).
In addition, as a result of investigating the harmful behaviors that he experienced, it was found that men were more likely than women to say that they were 'attacked by the other party' or 'received radical remarks.' In addition, we found that more people who play games on their PCs said they experienced cheating or harassment than they did on their home video game consoles or smartphones.
Of the players who witnessed harmful behavior against others, 43% said they had 'ignored the harmful behavior' and 43% said they had 'abandoned the game altogether.' Furthermore, by gender, it was found that women are more likely to stop playing the game when they see harmful behavior.
77% of players, or 3 out of 4 people, said, 'To build a safer online gaming environment, we need a solution to reduce harmful behavior,' and 35% of the total are strong against this. I agreed. And the most common solution that players want to implement is 'the player who does harmful acts should be banned from playing for a certain period of time', and 44% of the total wanted to implement it. The next most common was 'BAN the player if you do something harmful' and 'Prohibit participation in the game', which 42% of the total want to do.
Felix Tee, Vice President of Product Management, Operate Solutions, Unity, said, 'As more content goes online, more dynamically and more multi-disciplinarily, players will become a game with a sense of community. We spend a lot of time. It is the responsibility of the game developer to provide players, moderators and developers with the technology to detect harmful behavior, keep the community safe and eliminate harmful behavior, and with the community. We will build and perpetuate better relationships with our players. '
At the same time, Unity announced that it has acquired OTO , an online voice chat analysis company. Unity said, 'Integrating OTO into Unity's industry-leading voice platform, Vivox, will increase harmful behavior that leads to a deterioration of the playing experience, which is one of the global issues that occur in the game, and the game creators that accompany it. We aim to be the cornerstone of solving the decline in profits. '
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in Game, Posted by log1i_yk